Alloy Steel
Alloy Steel feels worth the slot when a real craft, upgrade, or sale plan is already waiting for it after extraction.
Raw Aurogen Crystal is worth grabbing when your run can survive the health drain and you already need it for crowns, tech-tree progress, or crystal recipes.
Raw Aurogen Crystal only pays when you already have a reason to carry it home, because the pickup itself fights back. Crews pull it out of crystal deposits with cannon fire, then race it back to the Trampler while the crystal drains health. That makes it a decision item, not free loot: if the hold is unstable, the route is hot, or nobody currently needs crystal recipes or tech-tree unlocks, it is easy to die for value that never leaves Sophie.
Look for crystal deposits or large crystals, crack the deposit with a cannon shot, then get the drop back to the Trampler before the health drain starts winning the trade.
Alloy Steel feels worth the slot when a real craft, upgrade, or sale plan is already waiting for it after extraction.
Coral Chunk feels useful early because you keep finding places to spend it instead of watching it rot in storage.
Coral Dust starts feeling good the moment you realize it is not random filler and actually feeds ammo people want to craft.
Fabric matters when the next recipe has already moved past scraps, so it wins the slot only if a higher-grade textile input is actually waiting.
Fabric Scraps only deserve cargo space when a live recipe still accepts scraps; otherwise they lose to fuel, heals, and ammo fast.
Gunpowder is a keep-or-drop material, and it wins the slot only when ammo or explosive crafting is already part of the plan.
High-Grade Gunpowder earns cargo space only when a real craft or trade plan already needs it more than the survival stacks competing for the same slot.
Leviathan Meat is the easier Leviathan material to justify, because Food Crates drop it and each stack still sells for 14 Crowns per piece at the pawn shop.
Its best value appears when one crystal finishes a real unlock, recipe, or sell run. That is when the health drain and extraction risk are paying for something concrete.
It becomes a trap when nobody needs it right now. A health-draining carry item is hard to justify if the crew is still short on heals, fuel, ammo, or a clean route back to the Trampler.
It is worth the risk when the crystal finishes a real goal such as a tech-tree unlock, a crystal recipe, or a 500-Crown sell, and the crew can still survive the carry back.
Most bad runs start when a crew breaks the deposit, grabs the crystal, and then realizes too late that the health drain, enemy pressure, or distance back to the Trampler is worse than the payout.